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Aggressor Updates

Lowering the ROF of the AMP doesn't make much sense to me, the closest RL approximation I've found is the Dillon Aero M-134 Minigun and it has a ROF of 2-6,000 rounds per minute, the current AMP rate of fire is only 1800 rounds per minute. Dropping it to 30 would put it at 900 rounds per minute which is frankly nonsensical given that the AMP has multiple barrels.
 
Also, will you guys ever go full Gundam and create a Zaku style plasma/heat axe?
And does anyone use this or this outside of the plot it originated in?

I'm thinking of creating an axe, yes, but it's a secondary concern. Overhauling the current article is more important, but I may go back to make more accessories.

And with those two armors, I've got no idea. Looking at it from a GM perspective, the cockpit looks...not very fun to RP in, and not only that, its performance seems very Nepleslian. GMing for Yamatai, I wouldn't use it. That's just my opinion though.

I have no idea why RPS for AMP should be lowered. In nepleslia we like overkill, spewing more bullets at single moment is better. Instead of lowering from 60 to 30, I think it should be upped from 60 to 120. Eat that Squids. And personally you could keep AMP as bullet spewing chaingun and give it various ammo you know. I also think Vibro-chainsaw should stay a thing simply for the rule of cool.
Lowering the ROF of the AMP doesn't make much sense to me, the closest RL approximation I've found is the Dillon Aero M-134 Minigun and it has a ROF of 2-6,000 rounds per minute, the current AMP rate of fire is only 1800 rounds per minute. Dropping it to 30 would put it at 900 rounds per minute which is frankly nonsensical given that the AMP has multiple barrels.

I believed it was a good idea to lower the ROF since it would increase the amount of time the gun could be fired, and to offset that, the damage of individual rounds would be higher. As a GM and Tech guy, I'm trying to keep as much overkill as possible for us to have fun with, but also make it practical for us to have it and keep using it in the first place. Also, I need to point out that 30 rounds per second equals 1800 rounds per minute, not 900 - since it was brought up, the latter-most is how fast the SAoY LASR cycles for comparison. Are you sure you want it to go faster? I'm kinda worried. It's only got 5000 rounds; that's 2.7 minutes of continuous fire at 30 rounds per second/1800 rounds per minute. And then that's it.

As for it's ammo, the AMP was originally a plasma chaingun so that it could take on Zesuaium targets back in the day when Yamatai trying to take back Nepleslia was believed to be a real possibility - someone changed it to solid ammunition in recent years, but I'm not sure who. Currently, the updated article is also solid ammo to reflect this. It hasn't changed back to plasma. If you would like, yes, I can keep it as solid ammunition, and even make some different ammo types for it. But the caliber is something I don't know about. What would you prefer? Someone suggested 10mm, so that's what the WIP article currently has, but would you rather have it in 5.56mm or 7.62mm?

With it's knife, I'd prefer to upgrade it. A Vibro-Chainsaw, with individually vibrating teeth on top of the chain that's pulling it along, is already really complex. Most likely expensive and a hassle to make too. But the big issue is that it'll do jack against Zesuaium. Give me a moment to get on a soapbox.

For the record, I absolutely HATE, HATE, HATE that shit, since it restricts roleplay by only making certain weapons effective against it and therefore forcing all other factions to use only those weapons, reducing both site and RP diversity and therefore fun. It's the kind of thing that affects the site negatively overall.

Now for me to get off my soapbox.

Because of that, I was considering a plasma chainsaw. Preferably one that's red-orange so it looks like it's ON EFFING FIRE! I personally like to imagine the expression on a Neko's face when she's under threat of having one stuck in the butt. Your thoughts on this?
 
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Well making guns to go against Zesu seems a bit stupid to me, since use of Zesu is very very limited. Full Zesu rippers are extremely rare and normal Rippers and Yam armours only has tiny addition of zesu in its armour so they are beatable by anything pretty much. Which means that designing all your weaponry is needless. Aggy laready has two plasma guns on its shoulders, it does not need anti-zese chaingun and anti-zesu melee weapon. If you really, really want to, you can later make that axe Mary mentions as plasma axe, but I think Vibro-chainsaw is just way too awesome to go away. Heatblade is nice, but man, effing CHAINSAW. Although you could make Chainsaw on fire and that would be cool.

I am still stand behind what I sat yo keep AMP rof on 72 rps or better yet make it even higher. You can carry more drumo magazines with you after all. 30 is not overkill nearly enough, not for a massive bullet spitter. Also I think you don't really need to state the caliber, just call it AMP round. Though if you really want to, I think 5.56 and 7.62 is too tiny for it to do ADR3 damage. On the other hand you cannot propely carry 5000 rounds of 12.7. Well maybe it could be 7.62 and we can say that it does ADR3 cause you shoot 120 rounds per second into someones face.
 
I'll wait until I get more feedback on the AMP - the bulk of the article is done, and it's just these details that are left to be filled in.

Now, looking back at the Plasma Chaingun Turrets, does having the plasma bolts they shoot glow white-yellow sound ok? Again, the point of that is so that they look like bullet tracers. Just think of the Metroid Prime games and the default power beam Samus uses. I'm also making two variants, with the second being a 'snubby' or 'small' version to better fit the artwork of the Aggressor.
 
I think if they had the option to choose a color, white-yellow would be the best choice, cause it's relatively inconspicuous in comparison to things like green or blue or violet.
 
Well, for anyone that hasn't seen it, what I have in mind looks like those rapid fire shots you see being used in the bossfight at 4:40, except a lot faster since it's a chaingun on the Aggressor.


To me, it seems a lot more beefy, with a bigger 'wham' to it than something like a Covenant Plasma Rifle for an example.
 
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Huh. That reminds me of when I was doing this;


Even then, it's too 'pew-pew'. There's none of that Nepleslian WHAM to it, which is why I'm favoring the idea of having it be like Samus' Power Beam. There's a good, strong "POW' each time even a single shot is fired, and when it hits, it smacks into things and sounds like it's got force behind it.
 
I'd rather not finalize anything until I get more feedback on these:
  1. AMP Rate of Fire (think in pros and cons tactically AND personal preference - hard choice)
  2. PCT plasma color and sound effects (your personal preference)
Other things that came up:
  1. Should the ARROW remain HE, or be made into a shaped charge using the same alloy that the HPAR fires in an IC update so it can also sticky things it doesn't kill?
  2. After some thinking, why not make the AMP fire plasma shells? (was originally plasma, but never documented on wiki, so trying to reconcile past and present RP - someone probably already suggested it)
 
I'm thinking 7-10mm rounds that have plasma in them. That way, the RP with plasma in the past and more recent RP with bullets are both kept valid. That, or also have solid AP and those plasma rounds to choose from.
 
You cant store plasma in boolet. Granted that containment procedures for AM and Plasma is the same in that both have to be magnetically contained, AM clumps into globules in zero-g and do not exert pressure, plasma in the other hand exerts a shitton of pressure trying to expand into whatever space they can find by virture of being superheated and supercharged matter. Therefore the power and equipment space requirement for long term plasma containment is a lot more than AM and while you're at it the stored plasma is going to lose effectiveness over time due to it losing heat via radiation (yes not even spess/vaccum is a 100% heat insulator). AM is also a lot more damaging volume for volume as a payload.

Which is why in fiction plasma is usually centrally instead of individually stored (see: EPS lines in Star Trek, hell even plasma magazines in videogame guns are single containers instead of a container holding smaller contaners like in regular cartrige magazines), and it is only generated for immediate use, and even then fired 'as-is' instead of being encapsulated in some kind of solid shell.
 
What if the pressurized gas is inert, and the gun itself 'charges' the rounds before firing? The magnetic and thermal containment would only have to hold up for a short amount of time.
 
That could work. There might be certain benefits to firing plasma that way, the range in atmosphere is extended and the projectile isnt always glowing like a tracer. But how much plasma can you put in a 7-10mm?
 
A pretty decent amount. As a gas, it can be compressed after all, so having enough to do the job isn't a worry. On top of that, the plasma can simply be charged to a higher wattage and voltage to compensate if there really isn't enough. If we can't have quantity, we can always have quality.
 
I'd rather not finalize anything until I get more feedback on these:
  1. AMP Rate of Fire (think in pros and cons tactically AND personal preference - hard choice)
  2. PCT plasma color and sound effects (your personal preference)
Other things that came up:
  1. Should the ARROW remain HE, or be made into a shaped charge using the same alloy that the HPAR fires in an IC update so it can also sticky things it doesn't kill?
  2. After some thinking, why not make the AMP fire plasma shells? (was originally plasma, but never documented on wiki, so trying to reconcile past and present RP - someone probably already suggested it)


All right.

AMP - go high Rof cause we are nepleslia and there is no kill like overkill.
Plasma? - Green or blue for me.

Arrow, keep it HE, that way it is going to have use for dispersing unarmoured infantry and not just being anti-armour.
AMP plasma shells. Yes from me, I think i already suggested that earlier in the thread. Also I am pretty sure there are weapons using plasma cartridges as single rounds in the setting. I think Lorath have them and also that SiZi plasma revolver.
 
  1. AMP Rate of Fire. MOAR DAKKA IS BETTER DAKKA! If we need lower ROF, thats what the PCT is for.
  2. PCT plasma color and sound effects. Green or blue. I've generally used blue for plasma, green for antimatter.
Other things that came up:
  1. ARROWS - I like the HE
  2. I have no preference either way. Probably a better idea to make it a plasma shell since we have 30mm chain guns for PA
 
With more feedback gathered, the updated AMP has a RoF of 72 rounds per second. On top of that, it now uses semi-armor piercing 7.62mm wide rounds. The ammo itself magnetically contains inert gas, which turns into plasma on electromagnetic acceleration for safety and convenience. Meanwhile, the PCP will shoot blue plasma bolts; I've decided to make two changes to it however. First, the rate of fire has gone from 5 rounds per second to 15. Second, it's been divided into two models to better fit the artwork. The C version is a gatling with multiple rotating barrels and is larger, while the D version is an autocannon with one barrel and rotating chambers instead. It's smaller, and basically looks exactly like what's on the Aggressor's artwork.

I'll keep the ARROW to just HE, and if I have spare time, make the HEAT round that shoots sticky, white hot stuff all over Mindies and Daisies later.
 
Knew I forgot something.

I'll be working on the Weapon Case System next, and instead of having it be a separate article, will just have the system itself be part of the Aggressor article; the missile racks mounted in the case system will just go on an accessory page. Additionally, I'll definitely include the VOID's plasma mortars here and the R88 from the Lorath since I heard we're getting access to that.

EDIT:

Almost forgot. I want to use Exhack's Hyper Induction Blades to replace the old chainblade, which will be turned into its own article, but be phased out of standard issue. I'll also make an axe version of the Hyper Induction Blade too.
 
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